| Douglas Muir 406 |
Character concept: female human, fighter, abruptly started manifesting sorcerous powers in early adulthood. Now Ftr 1/Sor 6.
Inspired by (*not* based on) the character "Boom-Boom" from the NextWave comic. (If you don't know what I'm talking about, you're missing some fun. Never mind.) (Boom-Boom would have been a rogue/sorc, of course.) Neutral alignment. Gorgeous; hot-tempered; not very bright.
Works as a mercenary, guarding caravans. The PCs will fall in with her caravan in a couple of sessions, I think, and she'll react well to one and badly to at least one other.
Here's the thing: for 3rd-4th level PCs, she'd be too powerful an opponent. So I want to power her down a bit with a deliberately suboptimal build. To be more precise, I want to trade for stuff that will make her more interesting but less deadly should things come to a fight (which they might not necessarily -- but PCs are PCs). Basically knock her down to CR 6, still very tough but not insta-kill.
Parameters: max CHA, dump stat INT. Leather armor (with the feat that lowers her ASF chance), longsword. Lots of blasting and damage spells, with Fireball as her 3rd level spell.
Thoughts?
Doug M.
| sunbeam |
Character concept: female human, fighter, abruptly started manifesting sorcerous powers in early adulthood. Now Ftr 1/Sor 6.Inspired by (*not* based on) the character "Boom-Boom" from the NextWave comic. (If you don't know what I'm talking about, you're missing some fun. Never mind.) (Boom-Boom would have been a rogue/sorc, of course.) Neutral alignment. Gorgeous; hot-tempered; not very bright.
Works as a mercenary, guarding caravans. The PCs will fall in with her caravan in a couple of sessions, I think, and she'll react well to one and badly to at least one other.
Here's the thing: for 3rd-4th level PCs, she'd be too powerful an opponent. So I want to power her down a bit with a deliberately suboptimal build. To be more precise, I want to trade for stuff that will make her more interesting but less deadly should things come to a fight (which they might not necessarily -- but PCs are PCs). Basically knock her down to CR 6, still very tough but not insta-kill.
Parameters: max CHA, dump stat INT. Leather armor (with the feat that lowers her ASF chance), longsword. Lots of blasting and damage spells, with Fireball as her 3rd level spell.
Thoughts?
Doug M.
Interesting. But I can't think of a single bloodline I've seen that would be appropriate for her. Draconic or stormborn maybe, but neither seem to fit.
Maybe arcane sorta if you use damage metamagic feats.
Oh yeah, maybe she should be a barbarian instead of a fighter to start too?
| Gignere |
Since she is hot tempered maybe Orc bloodline. Get some nice fighting buffs and blasting spells from the bloodline.
Why max charisma if you are making her suboptimal? Wouldn't you want to make her all kind of MAD.
Just give her 14 cha and fairly high str, dex and con. Easier saves for the PCs and just say she is gorgeous but she is a b*tch (explanation for the lower chr).
| Abraham spalding |
First off -- she is not too powerful of an opponent. As an NPC her CR will be her level -1 -- that's a CR 6, which is well within the tolerance of the PCs and they have action economy on her.
Basically put she's going to get spanked -- hard.
So for bloodline I suggest:
Elemental(air) -- this will get you the boom you need. Also many spells are fire element, so you can switch them to electricity for more choice in damage types.
For feats:
Toughness, Arcane Armor Training, Weapon Focus(longsword), Arcane Strike, Combat Casting
Favored Class: A mixture of both extra HP and extra spells -- lets call it 3 extra HP and 2 first level spells and a second level spell (as per the APG).
Spells:
1st level:
Burning Hands, Color Spray, Vanish, Flare Burst, Grease, Magic Missile, Burning Disarm
2nd level:
Scorching Ray, Glitterdust, Pyrotechnics, Flaming Sphere
3rd level:
Fireball
Equipment: You want the leather you said, so I suggest a mithral buckler +1 to go with it (this will help her AC which is going to be lagging without increasing her ASF).
If you want to actually be kind of mean and present a challenge then grab some robe of arcane heritage from the APG so that she can use the elemental burst ability once per day.
| Firest |
Elemental fire is the best bloodline for Boom-Boom, then load her up with every fire spell you can.
As for weakening her, skills is a good place to start. Amping up her skill levels in Appraise, Bluff, Intimidate, Knowledge: Rock music, and Slight of Hand, while only putting a few in Spellcraft and Perception would be appropriate for the character.
Her spell selection is another weakness you can exploit. Boom-Boom is a very specialized blaster, giving the PC's some immunity to fire would make it more of a hand to hand fight.
Not that Boom-Boom is actually bad at hand to hand, but it would make it a fairer fight.
Shar Tahl
|
20 Buy - Not optimal. Looked up that character and tried to match something close to that. I didn't do equipment at all. Favored class went to HP. It could go to alternate human one of extra spells.
Human Barbarian 1 / Starsoul Bloodline Sorcerer 6
STR: 14 (5)
DEX: 14 (5)
CON: 12 (2)
INT: 7 (-4)
WIS: 12 (2)
CHA: 19 (10) (+1 at 4)
Feats:
(H)Toughness
(1) Improved Initiative
(3)Arcane Strike
(5)Arcane Armor Training
(7)Improved Counterspell
Mvmt: 40 ft
BAB:+4
HP: 50
Init:+6
Armor: Leather (AC 14 = 10+ 2(dex)+2(armor)
Weapon: Longword (+6, ad8+2 )
Saves: Fort= 6, Ref=4 , Will=6
Spells:
0(7): Detect Magic, Read Magic, Light, Spark, Mage Hand, Resistance, Flare
1(4):Unseen Servant (Bonus), Magic Missile, Cause Fear, True Strike, Expeditious Retreat
2(2):Glitterdust (Bonus), Scorching Ray, Shatter
3(1): Fireball
Rage: 6 rounds
Bloodline Powers
Minute Meteors (Sp): you can summon a rain of tiny meteorites as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The meteors inflict 1d4+3 points of fire damage. A Reflex save negates this damage. The save DC 17. You may use this ability 7 times per day
Voidwalker (Ex): you gain low-light vision and resist cold and fire 5.
| sunbeam |
20 Buy - Not optimal. Looked up that character and tried to match something close to that. I didn't do equipment at all. Favored class went to HP. It could go to alternate human one of extra spells.
Human Barbarian 1 / Starsoul Bloodline Sorcerer 6
STR: 14 (5)
DEX: 14 (5)
CON: 12 (2)
INT: 7 (-4)
WIS: 12 (2)
CHA: 19 (10) (+1 at 4)Feats:
(H)Toughness
(1) Improved Initiative
(3)Arcane Strike
(5)Arcane Armor Training
(7)Improved CounterspellMvmt: 40 ft
BAB:+4
HP: 50
Init:+6
Armor: Leather (AC 14 = 10+ 2(dex)+2(armor)
Weapon: Longword (+6, ad8+2 )
Saves: Fort= 6, Ref=4 , Will=6Spells:
0(7): Detect Magic, Read Magic, Light, Spark, Mage Hand, Resistance, Flare
1(4):Unseen Servant (Bonus), Magic Missile, Cause Fear, True Strike, Expeditious Retreat
2(2):Glitterdust (Bonus), Scorching Ray, Shatter
3(1): FireballRage: 6 rounds
Bloodline Powers
Minute Meteors (Sp): you can summon a rain of tiny meteorites as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The meteors inflict 1d4+3 points of fire damage. A Reflex save negates this damage. The save DC 17. You may use this ability 7 times per day
Voidwalker (Ex): you gain low-light vision and resist cold and fire 5.
Could add a mithral buckler too. I like that bloodline, but it really doesn't seem like her thing.
| Douglas Muir 406 |
After rereading some of them, I think you need to take message, whispering wind, sending, and telepathic bond as spells.Tabitha would take all of them I think.
Inspired by, not based on...
...though a character based on Boom-Boom could also be very interesting.
Int 7 might be a bit high, though.
Doug M.
| Douglas Muir 406 |
Human Barbarian 1 / Starsoul Bloodline Sorcerer 6
I like this build, but the concept is really fighter rather than barbarian.
N.B., I'm not planning for her to be a recurring enemy to the PCs (though anything is possible). More like, they may get in her way, or she may take a strong dislike to one of them (while finding another one perfectly pleasant, perhaps even attractive). So they might end up fighting her, or not. I'm just trying to keep it reasonably balanced if they do.
Caravan guard: I'm picturing someone who, when the bandits or orcs show up, starts right away with the fireballs. Which is usually going to be just fine! Of course, if the PCs are guards too (possible), they may be under her command...
Possible complications (if the PCs stay with the caravan long enough, which they might not): monsters attack and are driven off, but the next day there's a second wave... which starts with a stealthy monster sneaking in to take out Boom-Boon, since she's the obvious threat.
Doug M.
| Phage |
One thing you might want to consider is to keep her armor, but let her keep the chance that spells might fail.
Judging by the name, it doesn't seem too far fetched that she could "miss" her spell's target, or just give up midway, etc.
Flavor-wise it isn't because her arms were too weighed down for the somatic component, but that she got distracted or frustrated.
| Dragonchess Player |
Since this is an NPC with PC class levels, use the "Heroic NPC" ability scores: 15, 14, 13, 12, 10, 8. As a low-Int fighter 1/sorcerer 6, you can go with: 16 Str (14, +2 race), 13 Dex, 12 Con, 8 Int, 10 Wis, 16 Cha (15, +1 advancement).
For bloodline, either Draconic or Elemental are OK for fire-based spells. If you want to look at cold or electricity, then the APG bloodlines Boreal and Stormborn can be good, as well. Also, since you aren't worrying too much about optimizing, taking Exotic Weapon Proficiency (Bastard Sword) is an option for a slight damage increase over a longsword (coupled with enlarge person and lead blades, however, it can be more than a just slight damage increase).
Boreal version (not including Favored Class bonuses):
Skills- Intimidate 6 (+12), Knowledge (Arcana) 3 (+5), Ride 2 (+6), Spellcraft 3 (+5)
Feats- Arcane Armor Training, Elemental Spell (Cold), Eschew Materials, Exotic Weapon Proficiency (Bastard Sword), Power Attack, Toughness, Weapon Focus (Bastard Sword)
Bloodline Abilities- Class Skill (Survival); Bonus Spells (enlarge person, rage); Arcana (+1 save DC on any spell cast with the cold descriptor); Cold Steel (touch a weapon to give it the frost ability for 3 rounds, 6/day), Icewalker (Cold Resistance 5, move across ice and snow without penalty or leaving tracks)
Spells- detect magic, light, mage hand, message, prestidigitation, ray of frost, touch of fatigue; burning hands (used with Elemental Spell to take advantage of the +1 DC Bloodline Arcana bonus), enlarge person, grease (re-flavored as a coating of ice), hydraulic push (reflavored as a blast of ice/snow), shield (for the extra AC in melee); false life, rage, scorching ray (used with Elemental Spell); hydraulic torrent (re-flavored as a blast of ice/snow)
This version emphasizes melee combat a bit more than spellcasting and battlefield control a bit more than blasting; a candidate for eldritch knight if a recurring NPC. Going by table 14-9: NPC Gear, the character should have 6,000 gp worth of equipment; 2,700 gp for weapons, 2,000 gp for protection, 500 gp for permanent magic, 600 gp for limited use items, and 200 gp for non-magical gear. A +1 bastard sword (2,335 gp), a composite short bow (+3 Str; 300 gp) with a selection of normal (20 for 1 gp), alchemical silver (10 for 20 gp, 5 sp), and cold iron arrows (10 for 1 gp), a warhammer (12 gp), and some daggers (one alchemical silver for 22 gp and one cold iron for 4 gp) will cover weapons; total 2695 gp, 5 sp. A mithral chain shirt (1,100 gp) and a mithral buckler (1,015 gp) goes slightly over the recommended 2,000 gp to allow casting without chance of spell failure, but not much; total 2,115 gp (note +1 leather costs 60 gp more for 1 less AC and +1 studded leather costs 75 gp more with a 5% chance of spell failure using Arcane Armor Training). A bracelet of lead blades (custom wondrous item; lead blades (CL 1) on command 1/day) for 360 gp. 829 gp, 5 sp worth of potions, scrolls, partially used wands, and/or normal equipment.